19 posts
Consumer multimedia
Joe Davis

Five steps to adding ray tracing to an OpenGL ES-based deferred lighting system

To render images at interactive framerates, engines have to approximate the behavior of real world phenomena – such as shadows – rather than simulating them. As real time rendering techniques continue to push towards photorealism, the cost of these approximations approaches the point of diminishing returns. Although traditionally

Consumer multimedia
Joe Davis

Optimizing VR renderers with OVR_multiview

We’ve mentioned in a recent blog post how maintaining presence is key in virtual reality systems. Rendering applications at high framerates (60, 90 or 120 Hz depending on the Head Mounted Display’s maximum refresh rate) with low motion-to-photon latency is an important part of achieving it. In this

Consumer multimedia
Joe Davis

Panel of graphics experts discusses Vulkan at the Khronos Paris chapter

At the end of January, I was at the ISART Digital in Paris to join a panel discussion titled New Graphics APIs discussion panel at the dawn of Vulkan. The meeting was organized and chaired by Christophe Riccio from Unity and focused on the Khronos Group’s new Vulkan

Consumer multimedia
Joe Davis

Optimizing graphics applications for PowerVR GPUs

Knowing where to look for help is half of the battle when it comes to optimizing your application. This blog post is intended to ease your 3D graphics development process by not only directing you to relevant learning resources, but also explaining what analysis tools are available and

Consumer multimedia
Joe Davis

Optimizing graphics applications for PowerVR GPUs

Knowing where to look for help is half of the battle when it comes to optimizing your application. This blog post is intended to ease your 3D graphics development process by not only directing you to relevant learning resources, but also explaining what analysis tools are available and

Consumer multimedia
Joe Davis

Mastering regular expression searches inside PVRTraceGUI

As part of our PowerVR SDK v3.3 development, we chose to refine navigation in PVRTraceGUI – our OpenGL ES analysis utility. This work consisted of many minor tweaks to simplify the interface. It also included a bigger change – a brand new search engine. One of the most

Introducing the PowerVR Insider Feedback system

Since its release, our PowerVR Graphics SDK and Utility roadmap has always been strongly influenced by the developers that use it – both indie and AAA. We’ve collected feedback over email, on the forums and, of course, in person! The downside is we have a very good understanding

Understanding OpenGL ES: Multi-thread and multi-window rendering

As the CPUs and GPUs in mobile devices have become more powerful and devices with one or more high-resolution screen have become ubiquitous, the demand for complex interactions with the graphics driver has increased. In this blog post, I’ll discuss what multi-thread and multi-window rendering means to developers,

PowerVR Graphics SDK tools explained: Advanced features in PVRTraceGUI

So far in this series, I’ve described what PVRTrace is and outlined the core features of PVRTraceGUI. In this post, I’ll detail the advanced features of our analysis tool that simplify the process of identifying misuses of the API, redundancies & potential performance bottlenecks. Pixel Analysis: Frame Summary Selected

PowerVR Graphics SDK tools explained: PVRTraceGUI basics

PVRTraceGUI makes OpenGL ES debugging easy. In this post, I’ll detail the core features of the tool and explain how they can be used to optimize and debug the API calls made by your application. The Call List The ‘Call List’ is the core of PVRTraceGUI – it

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